GDC + VRDC 2019 Session Scheduler

View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Scheduler, you can build your schedule in advance and access it during the show via export or with the GDC Mobile App, once live. Sessions do fill up so please arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

'Dead Cells': What the F*n!?

Sebastien Benard (Developer, Motion Twin)

Pass Type: All Access, GDC Conference + Summits, GDC Conference - Get your pass now!

Topic: Design

Format: Session

Tutorials: N/A

Vault Recording: TBD

Audience Level: All

On Aug 2018, 'Dead Cells', Motion Twin's roguevania action game, left its Early Access phase after 1 1/2 years of intense work. Being their first PC/console title, the team of course made lots of discoveries along the way, one of the most significant being the importance of the small details in controls and game design. This session will provide a closer look at how cheating and making player life easier actually made the game more hardcore but without the rage-quits.

Takeaway

The goal is to share details on what proved to be really important for the success of 'Dead Cells'. The session will share tips and tricks that were learned along the way that could be useful for any game project.

Intended Audience

This talk isn't technical and will focus more on the tricks and tips that were learned along the way during the development of 'Dead Cells'. It involves controls, gameplay, feedback and particles. Well, pretty much anything that is involved into making a game actually fun.